ClayFighter Tournament Edition

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Revision as of 10:37, 27 November 2017 by 75.175.120.75 (talk)
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Characters

Helga Blue Suede Goo
Ickybod Clay Tiny
Bonker Bad Mr. Frosty
Taffy Blob

Game Speed

  • There are 8 different game speeds to choose from.
  • Game speed mainly changes the speed of animation.
  • Things like walking, falling, and jumping speed are not changed.
  • The higher the game speed the easier it is to do combos.
  • For example; Frosty's HK is 29 frames in speed 1, while in speed 8 it's 15 frames.
  • Bonker loses the ability to do standing attacks in the air after his Crouching MP on any setting after 4.
  • Frosty's LP stays the same amount of frames in all speeds.

Game Mechanics

Throw

  • Hold Forward + HK -This throws the opponent behind the player.
  • Only these characters can perform a throw; Helga, Ickybod Clay, Taffy, Tiny, Bonker, Blue Suede Goo.


Hold

  • Hold Forward + HP - A hold that does more damage the longer you hold the opponent. After the hold, the opponent is launched into the air in a "defenseless state" while the player doing the hold will not be able to move for a couple of seconds. Holds are good for combos, especially on characters with no air specials.
  • Only these characters can perform a hold; Helga, Ickybod Clay, Taffy, Tiny, Bonker, Frosty, The Blob.


Hold Break

  • Mash directions during a hold and the hold will end sooner. After being launched it is possible to do air specials. Sometimes it is possible to break out of a hold and hit the opponent before getting launched in the air.


Juggles

  • There is no limit to how many times you can be hit in the air. This makes empty jumps very unsafe.


Trading

  • All specials and normals will trade. Projectiles will beat out most specials. There are certain special moves that will destroy projectiles, such as; Bonker's Seltzer, Helga'a Yell, and Taffy's Spin.
  • Cutting Moves have a Odd propertie Where No matter what hits Them the trade will do 10 damage to both players even if the move used was a LP.
  • If 2 cutting moves trade with eachother the result will be 0 damage to both players.


Hit Spark/ Combo Counter

  • The Hit spark acts as a combo counter. After 9 consecutive hits, the combo counter will turn pink. It is not always accurate, especially when attacking from behind.


Attack From Behind

  • Stun last longer when attacking an opponent from behind, because of the extra frames it takes a player to turn around.


Cut in Half

  • Certain special moves are able to cut characters in half. While cut in half, you are not able to move or be hit.


Feeling Flat

  • Certain special moves and normals are able to flatten a character. While in a flatten state, it is possible to get hit or be grabbed.


Dizzies

  • Inconsistent across characters and pretty random.


Recovery

  • Characters have different recovery speeds while getting hit
  • When Icky recovers in the air, he is able to air block or do standing attacks.


Throw Oddities

  • These characters can't be hurt while being thrown; Taffy, Tiny. It is possible to hurt them while they are standing up.
  • Bonker is the only character that can hurt you while he is being thrown. His animation while being thrown is the same as his body press special, it even deals the same amount of damage as it. Only difference is it doesn't flatten you.
  • When taffy gets hit during the wakeup from a throw If he holds forword he will block the first hit he can then hold back To only take damage from the chip of the special move If he trys to block normally He will eat the moves and take damage This is becuse he wakes up Backwords for a few frames after being thrown.


Buffering

  • While falling, input the directional input for a special move, and do a air attack. Once you land the special move will come out.


Charge Storing

  • It's possible to store a charge special, when the game changes direction. This works best when throwing an opponent behind.


Charge Buffering

  • It's possible to end moves Street Fighter style because the input buffer is large enough as Charge B,F,B + Attack or ending in D+B to charge both specials for some characters. This technique is Key for Tiny especially.

Super KOs

  • After hitting the opponent with a number of successive attacks while not getting hit yourself, KO will flash over the opponents head.
  • Over 30 points of damage is needed for this to occur.
  • Does not work with damage from holds.
  • You will lose your ability to perform a Super KO Attack after a couple of seconds, or if the opponent hits you.


Super KO Attacks

  • Hitting the opponent while KO is flashing over their head will give your special moves a boost in strength.
  • Projectiles will not get the added strength benefit of the Super KO, but the start up animation of one will. For example; Frosty can hit with his chest before his Ice Breath comes out.
  • Cutting attacks and flattening attacks do not benefit from the Super KO.
  • Certain attacks during Super KO are randomly unblockable from point blank range.
  • Both characters will be pushed away from each other.

Changes From the Original ClayFighter

  • Glitch to play as N Boss removed.
  • Two or more extra colors were added to each character. 3 extra colors were added for Tiny, since his Tan color was removed.
  • Allowed the use of doing charge moves while holding D+B. Before, you could charge both but you had to go to either neutral or back to use your charge B+F moves.
  • Default game speed is 4 instead of 1 (a very welcome change as 1 is unplayable).
  • Combos of 2 or more hits are allowed. In fact, now there are even infinite combos with either linking or juggles.
  • Juggling was added allowing characters to combo from throws or holds. It is also possible to continue large combos against an airborne opponent after anti-air.
  • Blob's buzzsaw no longer bounces back against a blocking opponent.
  • Blob's buzzsaw has the priority of most moves now instead of only losing to certain things.
  • Removed Blob's HCF+K which was a very strong move. It had a very fast startup that was unpunishable on block and decent stats. Damage:8 Chip:3 Super KO: 12
  • Tiny's backfist whip got a huge recovery nerf.
  • Bonker's air block simply does not work anymore but the move is still in the game.
  • Bonker's pie specials only apply the pushback for the physical hit instead of both that and the projectile.
  • Frosty's Big arm Does not slide forward during startup.
  • Helga's Viking Ram got a huge Startup and general speed buff.
  • For Helga, the damage a full hold did was greatly nerfed from 60 to 21 to be in balance with the other characters. It was of course possible to mash out of the hold.
  • Icky's teleports got startup and recovery time deduced by about 70%, making them near instant!
  • BSG'S Hair Slice and Hair Blade are no longer unblockable at point blank range against Tiny.


ClayFighter Tournament Edition
Bad Mr. Frosty Blob Blue Suede Goo Bonker
Helga Ickybod Clay Taffy Tiny
List of Fighting Games ClayFighter TE Pages
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